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Commit f9d1b6af authored by dg's avatar dg
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moarr

git-svn-id: http://svn.net-core.org/repos/t-engine4@5556 51575b47-30f0-44d4-a5cc-537603b46e54
parent d7577207
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......@@ -331,6 +331,10 @@ setDefaultProjector(function(src, x, y, type, dam, tmp, no_martyr)
end
end
if not target.dead and dam > 0 and src.knowTalent and src:knowTalent(src.T_ENDLESS_WOES) then
src:triggerTalent(src.T_ENDLESS_WOES, nil, target, type, dam)
end
-- damage affinity healing
if not target.dead and affinity_heal > 0 then
target:heal(affinity_heal)
......
game/modules/tome/data/gfx/talents/endless_woes.png

2.53 KiB

......@@ -38,6 +38,7 @@ uberTalent{
name = "Bloodspring",
mode = "passive",
cooldown = 12,
require = { special={desc="Let Melinda be sacrificed", fct=function(self) return self:hasQuest("kryl-feijan-escape") and self:hasQuest("kryl-feijan-escape"):isStatus(engine.Quest.FAILED) end} },
trigger = function(self, t)
-- Add a lasting map effect
game.level.map:addEffect(self,
......
......@@ -77,3 +77,29 @@ uberTalent{
:format(self:getCun() / 2)
end,
}
uberTalent{
name = "Endless Woes",
mode = "passive",
trigger = function(self, t, target, damtype, dam)
if dam < 100 then return end
if damtype == DamageType.ACID and rng.percent(15) then
target:setEffect(target.EFF_ACID_SPLASH, 5, {src=self, dam=(dam * self:getCun() / 2.5) / 100 / 5, atk=self:getCun() / 2, apply_power=self:combatSpellpower()})
elseif damtype == DamageType.BLIGHT and target:canBe("disease") and rng.percent(10) then
local diseases = {{self.EFF_WEAKNESS_DISEASE, "str"}, {self.EFF_ROTTING_DISEASE, "con"}, {self.EFF_DECREPITUDE_DISEASE, "dex"}}
local disease = rng.table(diseases)
target:setEffect(disease[1], 5, {src=self, dam=(dam * self:getCun() / 2.5) / 100 / 5, [disease[2]]=self:getCun() / 3, apply_power=self:combatSpellpower()})
elseif damtype == DamageType.DARKNESS and target:canBe("blind") and rng.percent(15) then
target:setEffect(target.EFF_BLINDED, 5, {apply_power=self:combatSpellpower()})
end
end,
info = function(self, t)
return ([[Surround yourself with a malovelant aura.
Any acid damage you do has 15%% chances to apply lasting acid that deals %d%% of the initial damage for 5 turns and reduces accuracy by %d.
Any blight damage you do has 10%% chances to cause a random disease that deals %d%% of the initial damage for 5 turns and reducing a stat by %d.
Any darkness damage you do has 15%% chances to blind the target for 5 turns.
This only triggers for hits over 100 damage.
Values increase with Cunning.]])
:format(self:getCun() / 2.5, self:getCun() / 2, self:getCun() / 2.5, self:getCun() / 2)
end,
}
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